If I'm not mistaken, that is just the normal FactoryOwner feature, as if FactoryOwners.HaveAllPlans=no: it will count the plans as long as the building is owned; the owned building satisfies the country requirement. When the building is destroyed or captured by someone else, you don't satisfy the requirements any more. Or am I misunderstanding something? --AlexB
FactoryOwners.HaveAllPlans=yes ; ex: I set this into conyard when I captured that conyard. I'll be getting all factory plans from conyard's owner. this means, I can train tanks,infantry,ship that having FactoryOwner=<conyard's country I captured> even I didn't capture any factory from the FactoryOwner's requirement, you can't train those if you set FactoryOwners.HaveAllPlans=no. the problem is when I captured building with FactoryOwners.HaveAllPlans=yes, the effect will last forever even that building is destroyed or repacked. --FELITH
I added a new tag called FactoryOwners.HasAllPlans=yes (note it's Has, not Have). If set, it ignores the Factory= setting on th building and acts as if it is any factory. This has the same effect as FactoryOwners.Permanent=yes (previously called FactoryOwners.HaveAllPlans=), but isn't permanent. If the building is lost, the effect will be gone, too. --AlexB